/*
* This file is part of the Haven & Hearth game client.
* Copyright (C) 2009 Fredrik Tolf <fredrik@dolda2000.com>, and
* Björn Johannessen <johannessen.bjorn@gmail.com>
*
* Redistribution and/or modification of this file is subject to the
* terms of the GNU Lesser General Public License, version 3, as
* published by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* Other parts of this source tree adhere to other copying
* rights. Please see the file `COPYING' in the root directory of the
* source tree for details.
*
* A copy the GNU Lesser General Public License is distributed along
* with the source tree of which this file is a part in the file
* `doc/LPGL-3'. If it is missing for any reason, please see the Free
* Software Foundation's website at <http://www.fsf.org/>, or write
* to the Free Software Foundation, Inc., 59 Temple Place, Suite 330,
* Boston, MA 02111-1307 USA
*/
package haven.glsl;
import static haven.glsl.Cons.*;
import static haven.glsl.Function.PDir.*;
import static haven.glsl.Type.*;
import haven.glsl.ValBlock.Value;
public class GLColorVary implements ShaderMacro {
public static final AutoVarying color = new AutoVarying(VEC4) {
protected Expression root(VertexContext vctx) {
return(vctx.gl_Color.ref());
}
};
public void modify(ProgramContext prog) {
prog.fctx.fragcol.mod(new Macro1<Expression>() {
public Expression expand(Expression in) {
return(mul(in, color.ref()));
}
}, 0);
}
}